Master the Basics of Mesh Baker
Table of Contents
- Introduction
- Understanding the Mesh Baker Component
- Combining Meshes for Improved Performance
- Reducing Draw Calls
- Monitoring Draw Calls in Scene
- Baking Multiple Objects with Same Material
- Baking Objects with Different Materials
- Using the Mesh Baker Component
- Creating a Mesh Baker Component
- Adding Objects to be Combined
- Efficiently Adding Objects to the Baker
- Baking the Meshes
- Viewing the Combined Mesh
- Optimizing Performance with Skinned Meshes
- Skinned Mesh Renderer
- Baking Objects as Skinned Meshes
- Disabling Renderers on Source Objects
- Grouping Objects for Efficient Baking
- Importance of Grouping Objects
- Using the Mesh Baker Grouper Tool
- Baking Blue Dice as Multiple Groups
- Reusing Mesh Baker for Different Source Objects
- Advanced Features of Mesh Baker
- Converting Combined Mesh to Prefab
- Using Combined Mesh in Other Scenes
- Modifying the Combined Mesh in External Tools
- Understanding Mesh Sizes in Unity
- Introduction to Multi-Mesh Baker
- Conclusion
Introduction
In this article, we will explore the Mesh Baker component and how it can be used to optimize performance by combining meshes. We will dive into the process of reducing draw calls, monitoring draw calls in the scene, and baking multiple objects with both the same and different materials. Additionally, we will cover the step-by-step usage of the Mesh Baker component, including creating a Mesh Baker component, adding objects to be combined, and efficiently adding objects to the baker. We will also discuss the benefits of using skinned meshes for performance optimization and how to group objects for efficient baking. Moreover, we will explore advanced features such as converting the combined mesh to a prefab, using the combined mesh in other scenes, and modifying the combined mesh in external tools. Lastly, we will touch upon Unity's mesh sizes and introduce the Multi-Mesh Baker. So, let's get started and unleash the power of the Mesh Baker component for optimized performance in Unity.
Understanding the Mesh Baker Component
The Mesh Baker component is a powerful tool that allows us to combine meshes in Unity. By combining meshes, we can significantly improve performance by reducing the number of draw calls. Draw calls refer to the instructions that the graphics processing unit (GPU) receives to render each individual mesh in a scene. When there are numerous draw calls, it puts a strain on the GPU and can lead to decreased performance.
Combining Meshes for Improved Performance
Reducing Draw Calls
One of the key advantages of using the Mesh Baker component is the ability to reduce draw calls in a scene. Draw calls can be observed in the frame debugger, Profiler, or Statistics Window in Unity. By combining meshes, we can effectively reduce the number of draw calls, thereby improving performance.
Monitoring Draw Calls in Scene
Before we dive into the process of combining meshes, let's take a moment to understand how draw calls can be monitored in Unity. The frame debugger, Profiler, and Statistics Window provide valuable insights into the number of draw calls occurring in a scene. By keeping an eye on the draw calls, we can identify areas that need optimization.
Baking Multiple Objects with Same Material
In certain scenarios, we may have multiple objects in a scene that share the same material. In such cases, we can bake these objects together using the Mesh Baker component. This allows us to combine the meshes and reduce the number of draw calls, improving performance.
Baking Objects with Different Materials
However, there may be instances where we have objects with different materials in a scene. In such cases, it is necessary to bake these objects separately using the Mesh Baker component. While combining meshes with different materials may require some additional steps, it is still possible to optimize performance.
Using the Mesh Baker Component
Now that we have a good understanding of the Mesh Baker component and its benefits, let's dive into the step-by-step usage of this powerful tool.
Creating a Mesh Baker Component
To Create a Mesh Baker component, we can simply go to GameObject->Create Other->Mesh Baker and select Mesh Baker from the dropdown menu. This will add the Mesh Baker component to the selected GameObject.
Adding Objects to be Combined
Once we have the Mesh Baker component added to our GameObject, we can proceed to add the objects that we want to combine. In the inspector, under the "Objects to be Combined" section of the Mesh Baker component, we can either drag and drop individual meshes or drag in the parent GameObject and let Mesh Baker automatically Gather all the child meshes.
However, it is worth noting that dragging in renderers individually may not be scalable for large scenes. Thankfully, Mesh Baker provides tools that allow us to quickly add objects to our bakers. Details about these tools can be found in the provided link.
Efficiently Adding Objects to the Baker
To efficiently add objects to the Mesh Baker component, we can use the tools provided by Mesh Baker. These tools enable us to quickly add objects without the need to manually drag in each individual renderer. By utilizing these tools, we can streamline the process and enhance our workflow.
Baking the Meshes
Once we have added the objects to be combined, it's time to bake the meshes. With the Mesh Baker component selected, we can simply click on the "Bake" button with the default settings. This will initiate the baking process, and a new combined mesh will be generated.
Viewing the Combined Mesh
After the baking process is complete, we can view the combined mesh in the scene hierarchy. The combined mesh will appear as a new object, positioned exactly where the source objects were located. Moving the combined mesh will reveal that it is an exact copy of the original objects.
Optimizing Performance with Skinned Meshes
In addition to combining meshes, the Mesh Baker component offers the option to optimize performance further by using skinned meshes. Skinned meshes are a Type of mesh that allows the deformation of the mesh vertices Based on the movement of "bones" in a skeletal animation system. By leveraging skinned meshes, we can reduce the number of draw calls and improve performance even further.
Skinned Mesh Renderer
To use skinned meshes, we need to switch the "Renderer" field in the inspector of the Mesh Baker component to "Skinned Mesh Renderer". This indicates that we want to treat the source objects as bones for the skinned mesh.
Baking Objects as Skinned Meshes
With the "Renderer" field set to "Skinned Mesh Renderer", we can proceed to bake the objects as skinned meshes. By doing so, the physics on each individual object will no longer work. However, for low-Poly objects like the dice in our example, baking them together as a skinned mesh is an efficient way to reduce the number of draw calls.
Disabling Renderers on Source Objects
After the objects have been baked as a skinned mesh, we no longer need to render the original source objects. The Mesh Baker component provides a convenient button that allows us to quickly disable the renderers on all the source objects, significantly reducing the number of draw calls.
However, it is important to note that we should leave the original game objects in the scene if they are essential for interactions such as collisions, scripts, or physics rigidbodies. This ensures that the gameplay and interactions remain intact while still benefiting from the optimized performance of the combined skinned mesh.
Grouping Objects for Efficient Baking
When combining meshes, it is good practice to group together objects that are visible at the same time. This allows for culling of objects outside of the camera's view, further optimizing performance. The Mesh Baker component provides a tool, the Mesh Baker Grouper, that assists in grouping objects together for baking.
Importance of Grouping Objects
Grouping objects that are visible at the same time is essential for performance optimization. By combining meshes of objects that are within the camera's view, we can minimize the number of draw calls and improve overall performance. The Mesh Baker Grouper tool aids in this process, allowing us to efficiently group objects for optimized baking.
Using the Mesh Baker Grouper Tool
To utilize the Mesh Baker Grouper tool, we need to follow a manual grouping process. This involves adding the Mesh Baker component to separate GameObjects for each group. While reusing a Mesh Baker for different source objects is possible, we will cover that topic in a dedicated video. For simplicity, we will add two additional Mesh Bakers, each handling a different group of blue dice.
Baking Blue Dice as Multiple Groups
By grouping the blue dice separately using the Mesh Baker Grouper tool, we can ensure that only the visible groups are combined into meshes. This enables efficient culling of objects outside of the camera's view, contributing to enhanced performance. In our example, we have two visible groups of blue dice, and we can bake each group independently.
Reusing Mesh Baker for Different Source Objects
While in this article we focus on using separate Mesh Bakers for different source objects, it is worth mentioning that the Mesh Baker component allows for reusability. In scenarios where multiple source objects need to be combined, the Mesh Baker can be reused by adjusting its settings and adding the appropriate objects. The details of this process are covered in a dedicated video that thoroughly explains all the settings in the Mesh Baker component's inspector.
Advanced Features of Mesh Baker
In addition to the fundamental usage of the Mesh Baker component, there are several advanced features that are worth exploring. These features provide additional flexibility and control over the combined meshes, allowing for more efficient workflow and optimization.
Converting Combined Mesh to Prefab
By default, when the combined mesh is generated, it exists as a GameObject in the scene rather than being an asset in the project. To use the combined mesh in another scene or project, it is necessary to convert it into a prefab. This can be achieved by switching the "Output" dropdown in the Mesh Baker component to "Bake into Prefab".
Using Combined Mesh in Other Scenes
After converting the combined mesh to a prefab, it is now an asset that can be used in other scenes or projects. The prefab holds the baked result of the combined mesh and can be easily dragged and dropped into other scenes. This allows for reusability and consistency across different scenes and projects.
Modifying the Combined Mesh in External Tools
The combined mesh generated by the Mesh Baker component is in Unity's internal mesh format and cannot be opened using external 3D modeling tools. However, if there is a need to modify or manipulate the combined mesh, it can be exported to external tools like Blender. Detailed instructions and tips for modifying the combined mesh in external tools can be found in the linked video resources.
Understanding Mesh Sizes in Unity
When working with large meshes, it is important to consider the mesh sizes in Unity. Unity supports two mesh sizes: 16-bit meshes and 32-bit meshes. 16-bit meshes can hold up to 64k vertices, while 32-bit meshes can hold up to 4 billion vertices. However, it is crucial to note that using 32-bit meshes comes with a cost in terms of memory and processing speed. The Mesh Baker component automatically converts between the two mesh sizes, but for finer control and optimization, the Multi-Mesh Baker is available and explained in a dedicated video.
Conclusion
In conclusion, the Mesh Baker component is a powerful tool in Unity that allows us to optimize performance by combining meshes and reducing draw calls. By utilizing this component effectively, we can significantly improve the performance of our scenes and projects. Whether it's combining meshes with the same or different materials, leveraging skinned meshes for further optimization, or grouping objects for efficient baking, the Mesh Baker component provides a comprehensive solution. Furthermore, the advanced features offered by the Mesh Baker component, such as converting combined meshes to prefabs, utilizing meshes in other scenes, modifying meshes in external tools, and understanding mesh sizes, enable us to further enhance our workflow and achieve optimal performance. With the knowledge gained from this article, You are well equipped to harness the power of the Mesh Baker component and unlock the full potential of your Unity projects.
Highlights
- The Mesh Baker component in Unity allows for efficient combination of meshes, resulting in improved performance.
- By minimizing draw calls, the Mesh Baker component reduces strain on the GPU and enhances overall performance.
- Monitoring draw calls is crucial for identifying areas that require optimization in Unity scenes.
- Baking multiple objects with the same material or different materials can be achieved using the Mesh Baker component.
- Efficiently adding objects to the Mesh Baker component is possible through the provided tools and techniques.
- The use of skinned meshes allows for further optimization of performance by reducing the number of draw calls.
- By grouping objects that are visible at the same time, culling of objects outside of the camera's view is possible, resulting in improved performance.
- The advanced features of the Mesh Baker component, such as converting combined meshes to prefabs, using meshes in other scenes, and modifying meshes in external tools, offer more flexibility and control over the combined meshes.
- Understanding mesh sizes in Unity and utilizing the available tools, such as the Multi-Mesh Baker, contribute to fine control and optimization of performance.
- By following the steps and utilizing the features discussed in this article, you can optimize performance in your Unity projects and unlock the full potential of the Mesh Baker component.
FAQs
Q: Can the Mesh Baker component be used for combining meshes with different materials?
A: Yes, the Mesh Baker component supports combining meshes with different materials. However, they may need to be baked separately to ensure proper results.
Q: How can I efficiently add objects to the Mesh Baker component?
A: The Mesh Baker component provides tools for quickly adding objects, such as the ability to drag in the parent GameObject and automatically gather all the child meshes. Additionally, there are tools available for efficient adding of objects, as explained in the provided link.
Q: Can I use the combined mesh in other scenes or projects?
A: Yes, by converting the combined mesh into a prefab, you can easily use it in other scenes or projects. The prefab holds the baked result of the combined mesh.
Q: Can I modify the combined mesh using external 3D modeling tools?
A: Yes, the combined mesh can be exported to external tools like Blender for modification. However, it is important to note that the combined mesh is in Unity's internal mesh format and cannot be opened directly in external tools.
Q: Is there a limit to the size of meshes that can be combined using the Mesh Baker component?
A: Unity supports two mesh sizes: 16-bit meshes and 32-bit meshes. 16-bit meshes can hold up to 64k vertices, while 32-bit meshes can hold up to 4 billion vertices. The Mesh Baker component automatically converts between the two mesh sizes, but it is important to consider the memory and processing speed implications when working with large meshes.
Q: Is the Mesh Baker component available on the Unity Asset Store?
A: Yes, the Mesh Baker component can be found on the Unity Asset Store. Additionally, digitalopus.ca offers more resources and tips for using the Mesh Baker component.
Q: Is there a more advanced version of the Mesh Baker component available?
A: Yes, there is a Multi-Mesh Baker available, which provides even finer control and optimization options. Details about the Multi-Mesh Baker can be found in the linked video resources.
Q: Can the original source objects be removed after baking the meshes?
A: It is recommended to keep the original source objects if they are essential for interactions such as collisions, scripts, or physics rigidbodies. Disabling the renderers on the source objects using the Mesh Baker component can significantly reduce draw calls while still maintaining the necessary functionality.
Q: Where can I find more tutorials and resources related to the Mesh Baker component?
A: Links to all the tutorials Mentioned in this article can be found in the description. Additionally, digitalopus.ca provides more resources and tips for using the Mesh Baker component.